Reflex 1.1.0
Hi person(s),
Wen is now.
Here's your log of changed things.
**Art**
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Effect optimisation: burst impact, increased spark gravity, reduced number of sparks by 20%, better spark orientations, reduced spark length, increased spark width -
Effect optimisation: rocket explosion, redcued number of sparks by 33%, reduced spark lengths, better spark orientations -
Effect optimisation: blood particles duration now 1.5 seconds (was 2.0 seconds) -
Removed ribbon trails off plasma eject cases -
Shell casing duration reduced from 10 seconds to 5 seconds (making it a max of 10 casings laying around per person for 5 seconds of sustained fire)Cosmetics
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Modified Jaguar head to reduce clipping -
Added Plague head -
Added Bunny Head -
Added Turtle HeadMaps
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Furnace (dp5) has had an art pass -
Fixed name for Stage 1 Combat -
Changed name for Stage 2 Combat to follow the same convention -
Aerowalk update: now in sync with workshop version for match making (previous clip fixes)Code
**Added Announcer **
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He says things about the match and things you do
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Greatly improved performance of client-side particle collision -
Added map editor sun enabled property -
Added cl_weaponcycle to UI -
Teleporter meshes now appear in the content browser -
Fixed post-fix string issue on date formatting -
Fixed issue where bridge tool would fail when two source edges (from different brushes) were identical -
Increased max length of addon description -
Fixed case sentitivity lua error when calling callWidgetDrawOptions() or callWidgetGetOptionsHeight() with incorrect case (would break Menu.lua if clicking on addon with same name as widget, but different case) -
Fixed flicker when selecting addon/widget in menu, selection is now drawn next frame (after filtering occurs) -
Added EffectSound.maxLengthAllowed var (had to rev effect file version & recompile them all) -
Added Sound::getLengthSeconds() function -
Players no-longer suicided if change to team they're already on (important for master server drop-in on team games) -
Changed MM disconnect hover info from "Disconnecting will count as a loss, and you will incur a time penalty" to "Disconnecting will count as a loss" as we don't give time penalties anymore -
Sounds in these effects are limited to max length of 3 seconds:-
internal/items/armor/armor_green_pickedup.effecttxt -
internal/items/armor/armor_red_pickedup.effecttxt -
internal/items/armor/armor_yellow_pickedup.effecttxt -
internal/items/health/health_50_pickedup.effecttxt -
internal/items/health/health_mega_expire.effecttxt -
internal/items/powerup_protect/powerup_protect_pickedup.effecttxt -
internal/items/powerup_quad/powerup_quad_pickedup.effecttxt
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Shotgun low ammo warning is now at 5 -
**Added Gamma Slider** and r_gamma -
Dropped weapons (i.e. backpacks containing ammo) are now pickup-able when you have full ammo of the dropped weapon type (and can utilize the ammo). -
Team spawns: We no-longer favor spawns that have friendly's near by. An enemy have rough-los to a spawn will now fully block it from being used.(note: If all spawns have rough-los from am enemy, it falls back to distance-bias based spawn.) -
If you disconnect mid MM game via console, it will now correctly remove you from MM queue (this also catches case when connection is interrupted) -
If you disconnect post MM game via console/menu, it will now correctly remove you from MM queue -
cl_predict_items now defaults to 0Matchmaking
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Full MM ladder now shown -
Added drop in/out for casual modes -
Match history now can be filtered by player -
Doubles earns 15 CP, CTF earns 20 CP -
Losers now receive 20% CP reward -
added matchhistoryraw/ for importing to your own databases -
Competitive MM unavailable below level 15 -
**Added 'Proving Grounds' playlist - Thread Here**Lua
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Replay editor now hides with cl_show_hud -
TeamHud: fixed an error due to clients disconnecting -
Fixed issue where widget selection wasn't being applied properly -
Added AccelMeter widget
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